Pyme's Genocide by HermesEs

ABOUT THE GAME
You are Pyme, a space adventurer looking for new adventures, but due some problems in your trip the spaceship was damaged and crashed into a undiscovered planet full of misterious creatures. You will find that you can use your special Hoover named Baku to absorb and throw those creatures to your advantadges, you will use them as you please and they will still love you, some of them will be sacrificed for a better good, but they don't mind, they are always happy!!!
You will have to find the four pieces in order to repair your spaceship and go off the planet, or you can always stay with all the cute monsters that habit that world and discover new places!
CONTROLS [Mouse+Keyboard / Controller]
- WASD / Left joystick: Move Player
- *Left Click / A - * Shoot Monsters
- *Right Click / B - * Absorb Monsters
- *Center Click * - Turn camera around
- *Space Bar - Jump * - [ Maintain pressed to use LS
Ratings
| Overall | 72th | 4.039⭐ | 92🧑⚖️ |
| Fun | 163th | 3.742⭐ | 91🧑⚖️ |
| Innovation | 211th | 3.59⭐ | 91🧑⚖️ |
| Theme | 489th | 3.5⭐ | 91🧑⚖️ |
| Graphics | 17th | 4.604⭐ | 93🧑⚖️ |
| Audio | 21th | 4.211⭐ | 92🧑⚖️ |
| Humor | 113th | 3.812⭐ | 87🧑⚖️ |
| Mood | 71th | 4.034⭐ | 89🧑⚖️ |
| Given | 65🗳️ | 64🗨️ |
It's very cute and it let me think of slime rancher ^^
ps: blood from de jetpack could have been funny
WebGL versión will be avaliable as soon as posible.
Needing to collect so many of the little guys got a little tedious when all I wanted to do was get to the next platform, and the transition between jumping and jetpacking felt a little delayed. I also found the shooting mechanic was a bit unpredictable, sometimes the critters would just fly off in a random direction, but the game was fantastic overall. Amazing job putting this together!
The models and animations are super fluid, and I love the aesthetics. The concept is awesome too.
I think the level design could be tweaked to be more forgiving- some short ledges look like you can jump up them (saving on fuel) but are /just/ high enough to require the jetpack, which is sorta frustrating. Level design is hard to pin down in such a short dev period, so this is completely forgiveable though.
Good job !! !
Making a jam with a lot of people can be difficult sometimes especially in 3D so congrats for making it !
You nailed every aspect of slime rancher that makes it good.
Your game is a bundle of fun with cherry on top :cherries:
Could use a little bit more feedback(other than sound which is amazing btw) and a bit of shader work :surfer:
Faced some bugs with mons not being sucked in after some time. Probably just some prefabs getting defective.
But I only really got to the point it started to bug because I was that invested in it.
Besides that, it was charming and very well animated. With the bugs fixed and a bit more polish in the physics department, I can easily see this as a solid base for a high quality product.
Anyway that was very fun, well done :D
The game is super cute, but collecting the critters is pretty tedious, mostly because the vacuum seems to be working in little wonky way, I can run into huge pile of critters holding right mouse button but it barely sucks the creatures. And getting anywhere seems to require full tank always.
If there was a cuteness score this would be a 5 star. I just think the game has some collission detection issues.
Also in the pause menu the mouse doesn't show up. The jetpack also doesn't seem to work very well.
I also think "Genocide" is too strong a word here xD
Amazing game though! Beautiful art!
Maybe encountered a bug: when there were really a lot of critters near the spaceship, I wasn't able to pick most of them just a few.
My biggest complaint is that the platforming in general is pretty clunky. Jumps are jittery, getting to higher places can be incredibly difficult, and some of the spring-boards will bounce you in a misleading direction. I found myself falling off the world often because the jetpack mechanic seems to have varying levels of push-up, making it hard to tell if you have enough fuel to cross a gap.
Something else fairly frustrating was the lack of instructions. I had to guess that shooting the green crystals would remove the shields, and some of the crystals were too hard to reach. Destroying the crystals was also overly difficult because there is no real way to aim the suck-cannon to shoot creatures out. They seem to shoot out in random directions.
I feel like with enough polish, this is something that could look and feel great to play on a console, like the Switch. Overall, excellent work.
This game has a LOT of potential that makes me excited. The style and tone of it remind me of old-school PS2 action-adventure games. The premise is unique and interesting, and with a little polish, could really be something special.
There are a few things that I think definitely could be improved. First and foremost, the physics were a bit too unpredictable for my tastes. Particularly when jetpacking next to a wall, I would often get flung either down or outwards, causing me to waste precious critter fuel in the process. Secondly, I think some of the platforming challenges were a bit too punishing, particularly one where I had to climb a really big tree while maintaining enough critters to break the crystal at the top. Falling near the top of that (or making there without enough ammo) meant falling a long way back down, spending several seconds sucking up more critters, and making the long, arduous journey back up, hoping things go better next time. That loop is just a liiiiiiittle bit too long, which can lead to frustration
All that aside, though, I'd say the point of a game jam is not to make a perfectly fleshed-out game. Instead, a "proof of concept" is far more realistic, and I think you guys accomplished that with flying colors with this game! I hope you guys continue to work on it in the future. :)
I will only point out that I missed the backpack looking in the direction where the camera is looking while you are moving too, not only when you are standing.
Details appart the game is really enjoyable.
PS. Me alegra ver jammers Españoles por aquí.
@sodaraptor yeah, we were working on it for the post jam version that we are going to upload soon. We wanted to make it much better to play thanks to all your feedback, thanks!
@coleslaughter hahaha, very apreciated! the post jam version will be easier and the plataforming has been improved, I hope you enjoy it even more!
@fenixdev thanks!
AND thanks to all that comented and voted our game, we were really exited about all your comments.

^-^
@rodel77 yeah! One of the main references was Slime Rancher, thanks for noticing!
There were only very few issues:
the trampoline with the penguin on the highest platform seems to have an invisible collision above it, once you shoot the penguin aside (free floating? part of the tree?).
Also at some point, after playing for quite some time/dying a lot, no more tiny critters would spawn. Dying again did not fix the issue, only reloading the page did (web version).

The springs could be improved by reacting to protagonist's jump instead of immediately throwing upwards, would increase the user aiming control and antecipation...
i didnt understand how to play and the jumping felt buggy. I couldnt figure out why the monsters stopped spawning or why i couldnt get to some platforms. Very cool concept has potential if you put more time into it
@coatline @mmason @acaral @drauthius @jfraser314 @ivan-garcia-filho @d954mas Thanks a ton!
@prodigalson Yeah, now that you mention it, it has some resemblance to the Luncheon Kingdom xD thanks a lot for comparing our visuals in the game with such a great game as mario oddysey!
@matt-fabius Yep, web version doesn't goes that well, is much better if you download the mac version!
@zugai89 Yes, there are still a few bugs that make that, we were trying to fix it soon, but with all of us having jobs and all that is difficult
@shieldgenerator7 It still has some bugs, but you can play it from start to end. The postjam version resolves some bugs if you want to try!
However...there are a few minor gameplay issues which do need some tweaking. First of all, it felt like fuel ran out fast, like really fast, and whenever I try to jump (w/o using the jet-pack) the fuel has to decrease by a couple percent; and in the case when fuel is scarce and runs out fast, that issue gets pretty frustrating. For example, w/ the tree part, I invested too many tries to climb up it, simply because I had no fuel by the second branch; and the loop of falling and looking for monsters to absorb every time got pretty annoying. Also, even on relatively short ledges, there's no way to jump onto it without sacrificing a bit of fuel. To absorb the creatures you had to be very close to them and try to get the ledges out of their way. I would've also appreciated it if the player had more air control and there was audible feedback when the jetpack is about to run out of fuel and when it fills up to 100%.
I understand if this critique felt a bit harsh, but I strongly believe the pros outweigh the cons, and I'm pointing out all these issues simply 'cause I loved the game and want to see something bigger out of it. Well done! :thumbsup:
Also, good take on the theme! Well done.
@hdugmag Whoahh, thanks! We really apreciate all the feedback you gave us, but now I'm not sure if you played the post-jam version or the first one, because we improved a few things that you mentioned.
Anyway, thanks for the comment! It would be cool to continue the game a little more, improve other things and all that, but unfortunately we probably won't be able to do it T.T